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Introduction and Thanks

“Knights of the Daystorm” was a Dungeons & 


Dragons campaign my old friends and I played
over the course of about three years around A very special thanks to all
2000-’03. It was loosely based on Square’s NES the folks who pitched in
classic “Final Fantasy”, a game I played through during the extensive
about a dozen times. So the roots of this story creation process of KotDS:
go pretty deep with me.
DrLivingston

I wanted to capture the feel of going from Killercactus


dungeon to dungeon across the various worlds, Fedex worker
accumulating loot and facing a wide variety of
challenges with a small team of heroes. To me, Sujoah
that’s a lot of what D&D is about. Anonymous
Xotli
But it’s also about the friends you game with
along the way. I still keep up with all my old Sup3rs0n1c
D&D buddies even though it’s been years since Messenger
we played. We always like to reminisce about
this campaign. Aldin
GaryLASq
So I hope you enjoy it as much as we did. I AND IN PARTICULAR
know it’s a bit foreboding at first, cracking open
this tome of maps and rules. But it’s all been ZBeeblebrox whose
tested and it’s all for the sake of fun. If you’ve playtests and perspective
been looking for a solid campaign scenario, and were invaluable from the
you’ve got the product to create it in all its glory,
start.
you’ve in for a real treat! Have fun!
GreyOwl for helping with
the final presentation.
~Velenne
Zzzzz for creating
Virtualscape, one of the
game’s most vital
 It’s an angel!
resources!
With a Sword!
Thanks!



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Knights of the Daystorm Game Guide

TABLE OF CONTENTS There are four element-themed dungeons and


Special Rules ....................................................
.................................................... p. 4 one final dungeon called “Sanctuary”. The
Read this section to Knights choose the order in which to complete
clarify the various the elemental dungeons, striving to acquire the
additional rules required Elemental Artifact Key protected by each
to run through this dungeon’s final Guardian. If the Knights do so,
campaign. You may need to
reference this section they travel to Icaria for the final dungeon and
regularly. You can also final victory: the very source of the wellsprings!
find a sheet to help track
your progress between game Make sure you understand the drafting rules for
sessions here.
the Knights, take a look over the scenarios
Treasure Glyphs and Artifact Cards ........ p. 6
(taking care not to read Runa’s Riddles!) and
There’s lots of loot to gain
determine which dungeon the Knights delve into
(and lose!) along the way.
Reference this section for first.
specific rules on these game-
changing items.
Battlefield and Scenario Guide .............. p. 10
Number of Players
This section features five
“Knights of the Daystorm” can be played with 2, 3,
different battlefields that you
can create using your Heroscape or 4 players.
collection. Each battlefield
includes level-by-level building 2 players: One player assumes the role of the party,
instructions and the relevant the Knights of the Daystorm. The other player is the
game scenario based on
D&D/Heroscape. Dungeon Master, or DM, and controls the creatures the
party encounters in each room of the dungeons.
BOOK CONTENTS
3 players: Two players share the role of the Knights.
• 1 Player’s Cheat Sheet Each player has a set of order markers they may place
• 5 Battlefields and Scenarios on any of the Knight’s army cards, however no single
• 15 Glyphs can card can have more than one of a given numbered
• 4 Artifact Glyph Cards order marker. The DM also plays with two sets of
Order Markers but is not bound by the same
THE FIRST TIME YOU PLAY restriction.
In “Knights of the Daystorm”, one side plays the 4 players: Two players each share the roles of Knights
role of the Knights of the Daystorm, a group of and DM and each player has his own set of Order
heroes who begin on Earth but eventually hail Markers. Again, players of the Knights of the
from various worlds. The other side will play the Daystorm may not repeat Order Markers on the same
role of the Dungeon Master, and it’s your job to card, but the DM’s can.
stop the Knights using the plethora of creatures,
traps, and puzzles at your disposal.

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Knights of the Daystorm Game Guide

Earth's Knights
The Knights player may never control more than
6 spaces and 450 points worth of Unique • Agent Carr - 100 points
Heroes. If during a dungeon, the Knights should • Agent Skahen - 120 points
ever enter a new room with more than the
allotted points or spaces worth of units, the
• Alastair Macdirk - 110 points
player must discard units back into the draft pool • Brave Arrow - 50 points
until these requirements are satisfied. • Crixus - 90 points
At the outset of the campaign, the Knights player
• Deadeye Dan - 60 points
may draft from the pool of heroes on the • Elgrim - 30 points
adjacent list. After each dungeon, this pool will • Finn - 80 points
expand per that scenario’s guidelines. • Guilty McCreech - 30 points
Once a figure is chosen, it cannot be replaced • Hatamoto Taro - 130 points
unless destroyed in a dungeon. Once a Knight, • Isamu - 10 points
always a Knight! • James Murphy - 75 points
Spirits (such as Finn the Viking Champion’s • Johnny"Shotgun"Sullivan - 60 points
“Warrior Attack Spirit 1”) placed a Knight’s army • Kaemon Awa - 120 points
card carry over between dungeons, and can • Kumiko - 80 points
never be moved to a different Knight. If that
• Marcus Decimus Gallus - 100 points
Knight is destroyed, the Spirit bonus is lost.
• Master Win Chiu Woo - 140 points
When moving from one room to another in a • Moriko - 80 points
dungeon, remove all wound markers from
• Otonashi - 10 points
Knights’ army cards.
• Parmenio - 90 points
If all Knights are destroyed in the first dungeon • Retiarius - 90 points
they attempt, the Knights’ player may draft an
• Sgt. Drake (RotV) - 110 points
entirely new group and repeat the same
dungeon again from the start. • Shiori - 60 points
• Sir Denrick - 100 points
If all Knights are destroyed again, or are
• Sir Gilbert - 105 points
destroyed at any other time after the first
dungeon, the campaign is over and the DM wins! • Sir Hawthorne - 90 points
• Thorgrim - 80 points
• Valguard - 110 points

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Knights of the Daystorm Game Guide

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T Treasures Glyphs and Artifact Cards

TREASURE GLYPHS Ring of Protection +2: When rolling


Follow all normal rules for Treasure Glyphs defense dice with this figure, roll 2 additional
found in your Heroscape Battle for the dice.
Underdark Master Set. Scroll of Deep Slumber: (Wizard Only)
If a Knight carrying at least one Elemental (Temporary) After moving and instead of
Artifact Key is destroyed, all Keys must be attacking, discard the Scroll of Deep Slumber
discarded in the space formerly occupied by and choose a Common figure within 5 clear
that figure. Other treasures are lost. sight spaces. Roll the 20-sided die. If you roll
a 10 or higher, remove all Order Markers
Unless specified in the scenario rules, the
from that figure's army card.
DM’s Heroes can never pick up Elemental
Artifact Keys. Scroll of Teleport: (Wizard Only)
(Temporary) Before moving and instead of
Treasure Bonuses to a unit’s army card
attacking, discard the Scroll of Teleport and
values never stack. Only the highest bonus
choose an empty space up to 8 clear-sight
is used.
spaces away from this wizard. Move this
Treasure carries over between dungeons wizard and up to two adjacent friendly figures
and may be exchanged among Knights to that space. Place any chosen teleported
before starting a new dungeon or room. figure(s) adjacent to this wizard. If this wizard
Rules for new Treasure Glyphs are as and/or any chosen figures are engaged when
follows: they start to teleport, they do not take leaving
engagement attacks.
Amulet of Health: 2 additional wound
markers may be placed on this army card Shield of Arrow Deflection: When rolling
before it is destroyed. defense with this figure against any non-
adjacent attack, roll 2 additional dice.
Boots of Haste: When moving with this
figure, you may move 2 additional spaces. Tome of True Resurrection: (Temporary)
Instead of moving and attacking with this
Eyes of the Eagle: Add 1 to this figure’s
figure, place any previously destroyed figure
Range if this figure’s Range is already
you control adjacent to this figure. Remove
greater than 1.
all wound markers from the destroyed
Helm of Heroism: If this figure is engaged figure’s army card.
with more than one of an opponent’s figures,
Vorpal Sword: When making a normal,
this figure may make one additional normal,
adjacent attack with this figure, if you roll a
adjacent attack at the end of its turn.
skull on every dice, the defending figure
Luckstone: Any time you roll the 20-sided receives a wound for every skull and cannot
die with this figure, including Initiative, you roll defense dice.
may add 1 to your roll.

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Glyph Printouts (DO NOT RESIZE)

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Artifact Cards

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Artifact Cards Battlefield

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Artifact Cards

GENERAL DUNGEON NOTES


Victory Conditions

Unless otherwise stated in a Room’s scenario text, the goal of the player is always to destroy
all of the DM’s figures.

Rooms

Bear in mind when playing on any map that major terrain-type changes will always denote a
new room and thus a new encounter. Play only 1 room at a time! This includes moving
figures and checking for line of sight.

Starting Zones

Knights always start in Red starting zones. The DM always starts in Blue starting zones.
Yellow starting zones are for placing additional DM-controlled figures in an Advanced
Dungeon (see below).

Treasure Glyphs

In the battlefield diagrams, Treasure Glyphs are represented by a glyph of Brandar. Consult
the scenario rules for which glyph to use specifically on that space.

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